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The Type of Troops Finally, some good news, the only troops allowed in a chateau is infantry, and infantry comes in two forms. Skirmishers and Line Bn. (lord help us if the game allowed artillery!) Skirmishers are the toughest, so we'll talk about those suckers later.
Line Bn. Line. Bn. Have two big weaknesses in defending a chateaux. 1. Line Bn. does not reduce ranged fire, so cannon from 3-5 hexes can still inflict a good hurt! 2. Line Bn. cannot form a square in a chateau, so they must be in column or line and therefore they have a flank. Which is a lot more important than you think. Your best bet here is to just blast away with cannon and infantry lines, don't bother meleeing them at all.. Most likely the numbers and odds will be too great anyway. They WILL eventually rout out of the chateau or be destroyed from your cannon's. All it takes is time; if it must be done quickly, bring more cannon. Only melee when/if the numbers get reasonable (like BELOW 100 left), and then send in one or two columns for the Coup de Gras. Of course, if they all die, melee with what you have in the area for that "defending hex overrun" and take that freebee!
Routing While we are on the subject, this is probably a good time to diverge to the subject of troops routing out of a chateau. First, YES, it does happen. So: "Show them a way to live, that way they will not be so willing to fight to the death" - Sun Tzu. If you want the defenders to rout, DO NOT surround the chateau, well, at least not completely. Your best beat is to secure the ground around the chateau so you can leave the exists/entrances open, and have no fear of reinforcements arriving. If you can't do that, get ZOC's around the entire chateau, but still allow an exit to be open. Its a tricky maneuver, but can be done. The problem here is a troop will rout at the beginning of your foe's movement phase, which means he will be able to re-man it if you keep an exit open. This (sometimes) can be prevented with creative ZOC's. Figure it out. This is also why the flank of the columns and lines help out a bunch. If you are lucky enough to get a line enfilade, then not only will you get a +2 to your FRT roll, but you also get that ever important +2 DRM to the rout check! If their in column, no big deal, no +2 FRT mod but cannon still get there 50% increase in fire factor (25% for infantry lines), and the +2 DRM for the rout check still applies. Even Qual-7 troops have a chance of routing with just the enfilade modifier; qual-5 or 4 forget it … they are out of there.
Skirmishers This is your nightmare. Skirmishers defending a Chateau. First, if there are more than 250 of them in it, blast away just like it was a Line Bn. Until their numbers are reduced to 250 or less (hopefully you can get them to like 275, and kill 50-100 to get them actually below the 250 skirmish mark, and not right at it). It is very helpful to have the chateau isolated by this point too, otherwise more troops will keep piling in and you'll never get anywhere. Remember; leave an exit open if you can! At this point, the skirmishers have a good chance to rout, if not completely destroyed, w/t ranged fire. Once one rout's, they all disorder making the rest easier to rout, then when a couple start running low on ammo, they rout even easier, etc.. etc.. Once the skirmishers hit the 250 skirmish mark, or if your foe was smart enough not to overload the chateau, life becomes miserable. And this really becomes a game of understanding the game mechanics, lucky rolls, and throwing columns of troops upon the chateau, hoping & praying that you don't lose too many troops, or fatigue too many troops in the attempt. [Editors Note: if you are playing with the optional isolation rule, once skirmishers get below the 250 mark, and are isolated, their effective force is 125 or less, almost making it possible to melee with some decent odds, w/o sacrificing your entire army in the process.] Also, after a couple of failed melee's (it will happen!) the troops inside the chateaux fatigue should be up around the 4+ mark and beginning to affect the rout chances. At this point you might want to really consider giving the troops a path out (of course w/o allowing more troops in), and letting the cannon try and get the lucky 25-man hit and get the defenders to flee. This is important, even if you can't get them all to run, at least you can reduce their numbers, making the melee's a little less painful. Combo Best bet here. Treat them like you would any Chateau defended by battalions, try getting them to rout and hope they take the skirmishers with them. If they don't, make sure you have read the section on skirmishers real well.
The Strength The actual numbers are not as important as the quality of the troops defending the chateau. Everyone knows what a pain those qual-7 Footguard/Coldstream skirmishers are. We've all tried to dig them out of Hogomount before. It's not that easy, is it? But yet, those qual-4 skirmishers in and around Papelotte seem to go much easier. Weird. Numbers are numbers, and all numbers can be defeated with more numbers, quality on the other hand. Quality can overcome numbers and situation, and lets face it they got a good situation here. Which means its just that much more difficult.
Examples of melee's 2-100 man skirmishers are in a chateaux, to melee it w/t 6:1 odds you must attack with 2400 infantry. I.e. it can't be done.. Check out this table…
Those are some horrible numbers. A brief summary on game mechanics.
What that means, if your fire, upon ANY target has a greater negative modifier than the one given in the Max. Modifier column, you CANNOT do damage to that target, all you can do is increase the fatigue, and if the modifier is two greater "negatively" than that value, you can't even do that. Remember this. Oh yeah, the qual-6+ (mod 1) to fire increases the Max. Modifier by one. Here's something else. When skirmishers are below the skirmish line (250 troops or less in a hex), the MAXIMUM fire that 6class D cannons can do (at range one) is 18. No higher, that's at range one, and range two its 12 (that's A, B, or D's) and at range 3 (for A's or B's) its 8. One last thing....
good luck people, you’ll need it! |
Best Regards, Mieszko |
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